Tonberry (5e Creature)

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Small aberration, chaotic evil

Armor Class 16 (natural armor)
Hit Points 119 (14d6 + 70)
Speed 25 ft., swim 20 ft.

17 (+3) 15 (+2) 20 (+5) 8 (-1) 10 (+0) 14 (+2)

Saving Throws Con +9, Wis +4
Skills Perception +4, Stealth +6
Damage Resistances cold, necrotic, psychic; bludgeoning, piercing, and slashing damage from nonmagical attacks
Condition Immunities charmed, paralyzed, petrified
Senses darkvision 60 ft.; passive Perception 14
Languages Deep Speech
Challenge 10 (5,900 XP)

Amphibious. The tonberry can breathe air and water.

Implacable. The tonberry is immune to any effect that would reduce its speed, and has advantage on saving throws against being restrained, stunned, or knocked prone.

Magic Resistance. The tonberry has advantage on saving throws against spells and other magical effects.

Malefic Weapons. The tonberry’s knife is a magical weapon. On a hit, it inflicts an extra 10 (3d6) necrotic damage as shown in the entries below.

Special Equipment. The tonberry carries a magical hooded lantern which sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Creatures within the bright light shed by the tonberry’s lantern cannot be invisible. If the tonberry dies, the lantern loses its magical properties and becomes an ordinary hooded lantern.


Multiattack. The tonberry uses Spite if it can. It then makes three knife attacks.

Knife. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) piercing damage and 10 (3d6) necrotic damage.

Spite (Recharge 4-6). The tonberry focuses its ire on a hostile creature within 50 feet of it that it can see. The creature must make a DC 15 Wisdom saving throw or become frightened of the tonberry for 1 minute. While frightened in this manner, a creature is also paralyzed. An affected creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success. If the creature’s saving throw is successful or the effect ends for it, that creature is immune to the tonberry’s Spite for 24 hours.


Grudge. When a hostile creature within 20 feet of the tonberry hits the tonberry with an attack, the tonberry can force that creature to make a DC 15 Wisdom saving throw. On a failed save, the creature takes 22 (4d10) psychic damage and becomes frightened of the tonberry until the end of its next turn. On a successful save, the creature takes half as much damage and isn’t frightened.

A tonberry (Source)

Tonberries are vicious creatures that dwell in the dank caves and grottos of the Underdark. Hostile and xenophobic in the extreme, they wander the lightless passageways of their subterranean homes in search of intruders to kill.

Subterranean Skulkers. A tonberry is a small, humanoid amphibian with green skin, large yellow eyes that lack visible pupils, and a fishlike tail. They dress themselves in heavy brown robes and are rarely seen without a lantern in one hand and a wicked knife in the other.

Otherworldly Light. A tonberry doesn’t carry its lantern for illumination, as its large eyes can see perfectly well in the dark. It carries its lantern both to warn other creatures to stay out of the tonberry’s path unless they want a violent death, and to reveal any invisible creatures that might be lurking nearby.

Persistent Stalker. Once a tonberry sets its murderous sights on something, it will pursue its chosen victim and attempt to stab it to death. Its slow speed is offset by the dogged and relentless nature of its pursuit, and its small frame belies durability greater than that of a hill giant. Worse, the tonberry has empathic powers that allow it to paralyze its victims with irrational fear, or make them feel the pain of whatever wounds they inflict upon the tonberry as psychic feedback.

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